Talveria

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Talveria is the name of the larger of two continents in this world, it is high in a substance known as "Ichor", this substance is used to cast various sorceries. Many sophont species are native to Talveria, from the horned, marsupial Arvog, to the fish-like Jeth'Vul, to its own population of humans. Strange beasts known as "Wyrms" also roam these lands, created by the five Wyrmgods for unknown purposes. In order of Awakening, the Wyrmgods are Iovien, Wyrmgod of Control, Wyrvask, Wyrmgod of Balance, Vengosa, Wyrmgod of Darkness, Asmorium, Wyrmgod of Knowledge, and Draalskot, Wyrmgod of Disaster.

Ichor is naturally produced by certain species and will form in areas high in ambient sorcery, though it is not yet understood why Talveria is so much higher in Ichor than Vaskor, or what kind of connection it has with the Wyrmgods. It is possible for sophonts who do not produce Ichor to wield sorcery by ingesting it, though it is extremely dangerous; too much Ichor in the body of a species that hasn't evolved to endure its presence will very likely cause its major functions to shut down. While the resulting sorcery is typically less powerful, an object that has been carved from a piece of bone or carapace from a sorcerous beast can be used to relatively safely practice sorcery once an Ichor crystal has been implanted into it, sorcery is then channeled through the focus instead of the caster. In terms of what can be done with sorcery, there are very few limits, though one must have very clear focus if of a non-innately sorcerous species. The absence of such can lead to disastrous consequences, even while attempting to wield non-destructive sorcery.

It is not known where the name "Talveria" first emerged, it was spread across the continent very early in its history and even now, there are no clear leads to where it originated. According to ancient material, "Talv" is what Ichor used to be called, and "eria" was a suffix commonly used in region names, so "Talveria" ends up meaning "Land of Ichor".

When Wyrms were first created, they wreaked havoc upon Talveria's ecosystem, though the awakening of Wyrvask has brought them into equilibrium with Talveria's native beasts, now the majority of Wyrms have fully integrated with Talveria. The Wyrmkillers' Societies were initially founded to combat the Wyrmish threat, in the current day they primarily take down problem Wyrms, establish relations with sophont Wyrms, and work on research regarding them. They'll also hunt down non-Wyrmish beasts that are causing issues if they are too dangerous for normal hunters to take down.


Notes

I created Talveria back in 2018, it was significantly different back then. There were no Wyrms, instead of the various sophont species I created later on, it had orcs and halflings and such. Its Monster Hunter influence was much more blatant, though I put nowhere near as much detail into its ecology. I tend to categorize Talveria into four generations, the first was the most blatantly inspired by Monster Hunter and had little-to-no focus on ecology, surprisingly most of the monsters which originated here are still a part of Talveria today (the Dagvel, Skendra, Vololka, Mangul*, Ulchir, Ordun, and Azdoul, only the ossivenator (vulture gryphon), wyvern, thorntail, and manticore were removed); the second generation was were a lot of aspects of current Talveria were first started, this was when I introduced the Great Dragons (what became the Wyrmgods and Elder Wyrms), the Jeth'vul, the regions of Talveria (many of which are still around), as well as the second continent of Varakai (then named Vaskor, I changed the name due to the similarity to many other words used in this project), though since I was still figuring out its design sensibilities, a lot of stuff from this era has since been removed (such as the chthonic and celestial realms); the third generation is significantly closer to current Talveria, this is where Wyrms, Ichor, and most of the nonhuman sophonts got created, the celestials and chthonians were still a thing, but were in the process of being removed, the Mangul became a sophont species during this generation as well; finally, the fourth generation is where Talveria is at today, the only otherworldly realms are the Wyrmish domains, more focus is being put into its ecology and how Wyrms interact with the world, and working on redesigning old creatures so that they properly fit within this world.